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4 g& n3 T- S! L6 r$ p! Q1 q" }http://www.matrixgames.com/forums/tm.asp?m=3185062
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- G8 r2 G( l7 w已经共享到岛群QQ和本论坛置顶资源帖; I1 i- I3 N! [4 V/ f: U/ X u
; P& ~+ T, s4 W/ o; T# A: {大量更新,详见列表:$ M0 n! c, N5 h5 ~$ {/ u
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# k. `2 Q3 t/ B- Z6 A7 mChange History:* Y# u+ h, R) w
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
) E+ C% H; P# {4 H. \( G/ x; |1. Seventh Update – This release is a comprehensive release updating all previous. d8 u" |0 V6 j2 u8 o! H
versions to v1.01.17 beta: q! j' u( u& J
2. Code Changes& b( ?) l+ c8 K6 Q$ H. X- @9 P
Fixed; j+ _& `( s! o2 R5 U
1. Display of AF/Port icon between player saves based on player's intel* k* y( f5 @( I; D) }5 G
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 o% H, f7 w" ]# \
weapon list updated
& @5 U$ Z& ?9 t4 L0 ]5 A. Z3. Reported cargo/troop safety values incorrect when no cargo/troop space0 R9 P' D3 \4 ~5 K. K# @
4. Allow smaller 'reserve' space for small groups on ships
& u; }4 J* B$ A* n4 _5. Preserve some more data when swapping fragment and parent to prevent lost of parent
( Y. Z* n8 S% O" M6. Correct attacking plane count before final post-air combat
" |. X& H/ y) Y( {0 ?7. Pilot promotion may have occured in error sometimes$ n( }. Y/ ~9 w7 R
8. Raid detect message sometimes dropped of the combat report
! _/ k# f( b1 T+ w X9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
* z1 R% A- x0 S( H9 Z, E+ ygenerally# O" G+ h8 H% U+ j( ]
10. Some pilot-leader connections were being corrupted
+ ?" P) q- T" s; ^) y2 J% F11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ i: P9 Y: r/ A+ }0 f" V! |
other move issues due to the incorrect indicator" U$ @2 z' t/ M" @, F" p5 O+ i
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
( g6 p0 L3 A& D0 d' L8 ndamage$ l( r& P' n6 S: s
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ }( o* A7 }5 [4 z, v3 F6 j
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 g, w1 K* Y7 m+ Idate sort/ w6 H# X$ Q: }0 C
15. ASW groups not allowed to attack sometimes
, K* o) z t l. Y6 O16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
7 L2 Z! B1 A1 Q! r0 ZHQ/LCU to jump to reinforcement queue ^& V& P. T; i! ?
17. Bug in bomber intercept if too many rounds of fighter v fighter combat! h1 G7 n, B- _+ g( h( A3 p
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% f f+ h* ]2 a/ d( P, T
at start of AE but crept back in sometime during updates
# k( X0 b! h, v8 z' ]19. Removed the fragment/parent swap during a TF unload as it could often orphan the- E. h2 b- `4 q& f# O
fragment.
4 T$ G1 A, t4 n) ?20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade) _% A* S6 M' L% c/ a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
$ n2 w1 q5 n: N& ]# kshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
+ H# g; q0 e8 _- xset
5 n+ ?- H3 i% t, G9 @! O22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# {+ V) Y: R2 D6 V, p& k3 X23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 ^/ ?+ l9 }2 b
24. Bug caused F/FB to sometimes bomb at low altitude
2 A; i& J) H! s9 x) v( X25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( o0 v7 Q0 u/ b6 aoccurring properly.9 _8 l" r7 |! Y, x
26. Bug in Industry 'failed' indication not showing properly sometimes% E! f/ N* u% p! I! E7 }
27. Location check at scenario load to include small map sceanrios
- `9 b5 ]; w' R3 v) b% L4 ^! l! b8 ^28. Bug in air supply to fragments in a non-friendly base hex
% E' ?0 N. m- k# F3 l: t1 g29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was4 ~, }# J' O/ G
being set to homebase before execution of the mission – ie was returning to base9 b& x* F: |$ q3 S8 Z; D
immediately$ s+ m7 v/ d1 Z b. l$ r5 A! x
30. Error in Strategic map display
6 z! N/ Z3 v5 R& {31. Additional and stockpile options were not turned off when base was captured
' _9 N; [* ^- q0 ~32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on e, n8 z0 H" h- s0 _7 A* Z
mouse over( i; ~+ B% U8 M
33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 ^, R4 ^( u6 A1 e5 O$ I* fchance to gain experience if >75% prepare and < 50% national exp level. W5 w% Y5 g+ ^/ _5 x- R. }
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
o7 D# Y4 w8 P6 {% h+ F, p2 |" Salleviate the incorrect experience gaining happening while in reinforcement queue! V4 H) w. F s) U
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –, D+ j& ]: @3 A4 N: T3 S
caused unit to jump “off-rail” and move overland
# Y1 |/ D* ]) m36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 @- l/ M1 F! ~3 m5 a# s8 ?- @8 B37. Excessive accident messages on unload from TF reported2 ?3 N1 e* Z# B; E4 \2 b
38. Reworked editor sub-unit merging as some devices could drop off the unit list when& r8 U6 _/ D9 Y5 z( B
merged causing smaller size unit than expected2 |. v5 M7 L7 m. g, A
39. Corrected possible TOE error in scenario data load for inactive units
+ N5 C& j6 `# l# e& h/ L40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can: g- j5 @ I+ c9 n
however be allowed to do this.
# k$ K. A: y& g+ H! y, ?41. Possible CTD if sinking ship's load was a group
) h4 W( d2 d. _0 k' W0 D/ q$ p42. Limit the number of devices built from resources per unit during LCU replacements; this
' p! ?" |' ?& ]5 V, c4 Cwas causing an over production for that turn: c5 @6 h2 ]) R' ?* f& M9 x& h$ [
43. Retain day/night setting when creating group fragments, l. V0 G3 T* H( S
44. Adjusted supply and fuel values in base list not to overrun the space. {" ~/ {" h2 @6 E2 ?- r
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' D }6 k+ L( j- z* T4 \% Xadded YMS to Sweep TF in line with manual and code
# |) D( d4 V7 ~4 Q2 Y* [! Y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& ]( p0 f, p$ O4 ~rule relates to the abundance of manpower and is not covered by replacement pool. Normal' ^: E4 U- E9 h. j! d- I
rebuilding of destroyed units is not affected by this.9 c) s- k8 n& a9 T, T
47. Carrier capable and trained text not showing together on Group screen
6 ~8 c4 s" t# k/ ^# s0 G48. Handle any blank re-name changes by ignoring them
. W4 F9 y7 |; z3 f' w49. Possible CTD when air fragments combine
x+ i! ~7 e) N4 ^5 Z$ ?50. Unloading TF can freeze a LCU onto a ship under some conditions" ?; t4 S; H1 U
51. AI not behaving if main HQs missing (affects small map mainly)
# J% N+ a6 I# @ q% l L0 c52. AI using AGC for normal land units – removed from TF if not needed u. V) c) ^( t& f6 ?8 a8 Y
53. Soviet activation message not in Ops report6 g7 r; V- F5 `) k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 o- j3 w8 I/ J- i# |; H1 h; }% ], z
55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ S) G, @- l8 D, k! O1 i56. Sub attack against docked TF not happening for port size <3& q x. B+ P2 _; I+ U. \
57. Unit type changing unexpectantly
1 c2 a ~4 [8 m$ `; E3 L% a: f58. Torpedo replacement on plane sometimes is missed
. P* u- e, A' z# t9 Q! K' i& f59. Double handling of overstacked supply requirements
6 S; ]& q; f3 E7 U2 H; u8 E60. Fixed alternate weapons for port attacks! r2 U) Q/ f+ T# m/ I: y6 {0 G
61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ Z% R0 j3 N( ]5 `9 W
sometimer in the ship repair cycle.
" f S3 \$ s! x5 M: Z2 D& Z62. Ship tonnage over 32K could cause repairs to fail8 o: A( k' j) W; w& |/ I" d3 H& r
New
. O/ t# F: V; b9 B R! `1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the) S- Z& S3 N0 V3 X0 S
port" ]2 W7 Y# J! q& ^. |+ X
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.4 X' j# J- `) h0 b& n- i. Z
Tenders not counted
% F- w# T( ~ @+ z0 L( E, Z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* f7 D' \& P, _: l1 U4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- i7 \2 q9 r9 a
to remove damaged ships from TF
x0 m# i3 \/ {- W# F5. New filter for “non-building” devices in Industry pool screen
5 Q6 v2 S/ ^, t0 n/ N6. New filter for “non-building” aircraft in Air Replacement pool screen2 s T/ Q, o& r: J
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 Z: G) q$ ~; X# e$ i" t
mines (^) detected
# F$ q) D. d" e8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
$ h0 ] | A* \% p‘button6..’ image files, then these will be shown. If not, by default there are shown as
" ^( P J/ o( D, B0 Mstandard parachute unit icons6 ?$ I% ?6 ^5 T P: g
9. Air/port damage and building is shown in base mouse over
) x* B' G/ I5 ^3 p10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
" V1 I, \( z4 }3 }+ n( O; `/ F11. TF can be routed to stay within coastal hexes as much as possible# Z/ a1 C0 c. J) @
12. On Top Pilot screen show the 'ace' cut-off value if more than 1( X, `3 ?; y x) Y! ^
13. Added option on group and LCU reinforcement screen to turn off replacements
2 H. b r2 S, J6 p: B6 c14. Current base can get supply returned to it when reserve planes returned which were
* p, C) z. M& n* G2 C6 n/ yoriginally supplied from another base
; N4 p; a( }- Q1 w- {7 j15. Unit type filter on Troop Loading screen& x) F; c0 m1 k& r
16. Report killed ground units if not in combat report2 C: i$ y; ^% K+ v4 ^2 ^) ^
Changed7 X4 T" Y% X, D$ \: I
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
- M: g0 f! `' D& ?(complements fix 18 above); a: C% K3 X2 Q7 t' o
2. Permanently increased pilot array to 70K( }/ a5 P5 J; g' q" j3 p
3. Increased number of air combat rounds are a factor of total aircraft involved
E6 p, g w$ \; y4 T! S8 K( N4. Allowed submap to submap movement if land connected for land units. Should have been
( m* ?' W# }; d6 a9 J8 Sso as per Andrew Brown
6 `4 w% B, `/ T5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message$ u5 K- V" U& ~7 D
delay toggle instead
" G% v2 w3 j7 E) L+ w/ b: \6. Aircraft being grounded for maintenance factors in durability also. This will spread out the9 c. ?) c! C& D+ I5 W. }; [0 ]. r4 @
maintenace a bit more
: I. B7 y. g, h, H+ p! N8 w7. Support device replacements won't decrease the overall experience of LCU units. This does
. y+ y( y* o/ ]not alter the overall EXP change due when any replacements are received./ r, q6 }0 i$ M4 G
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction- ?% p& A. Z9 C5 Q
between the two but could break current games./ j$ _! c C! \' X! K6 P4 `* _' }
9. Some LCU Prep points may be retained if unit is experienced1 \, `9 `. |1 k8 a9 o1 B
Notes
! i( J1 T$ F( E1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario; ~$ S0 w8 {; _& }
should not change player or HQ, even if not in play. These original HQs are used by the AI4 g- z/ }, g( S- R, `7 `
routines so changing or deleting them can put the AI off. Changing other elements should9 k' H8 z: T) R. \: F( V( l) q
be okay./ |; _# E3 f) v: _) s2 ^
2. Clarification to weapon filters for aircraft:
( ~ h6 i; D. ~- o3 a8 u, m9 BPM_NAVAL_ATTACK 2 // used for naval attacks
+ U% z# o5 ^' q" I* w: W3 S3 m8 \PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
2 k0 W8 K# [, ~- e1 MPM_LAND_ATTACK 8 // used for land (ground) attack
2 q' a7 L2 O/ W# I7 @7 vPM_PORT_ATTACK 16 // used for port attack! U, k) Y: i i: W; \
PM_AF_ATTACK 32 // used for AF attack
q/ d- i% s! y$ M" u% y3 C# gDropped any reference to secondary values for land and AF as they served no special use.! d' m6 }- O# ^8 Y9 c: K- X6 b
Clarification changes
5 F0 Q. {+ |4 C- d' S5 J1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 P9 S/ R9 a- A2 ^1 k8 p
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),+ |* P; h b+ Q
MONGOLIA(91) or TANNU_TUVA(92).( [2 o, V' ?! a
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases- V4 _; S8 E6 w
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ @6 t' [. t& Z+ O: r9 w: O+ H
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ G+ v/ A8 N/ W/ }! r- rafter Soviets are activated, but can’t move! q" m C0 E) M7 I$ l
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ @) f2 Z: h: E, f
disbanded in port.; w2 ]) {7 k( r% G5 j" b4 D1 l' ]
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: H6 D1 { U9 d! `7 t/ t
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |